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    <title>News</title>
    <link>http://www.khronos.org</link>
    <description>News </description>
    <dc:language>en-us</dc:language>
    <dc:creator>jeff@khronosgroup.org</dc:creator>
    <dc:rights>Copyright 2026</dc:rights>
    <dc:date>2026-07-16T19:22:00+00:00</dc:date>
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    <item>
      <title>glTF Interactivity Extension Submitted for Ratification</title>
      <link>https://www.khronos.org/news/press/gltf&#45;interactivity&#45;extension&#45;submitted&#45;for&#45;ratification</link>
      <description>The Khronos Group today announced that the KHR_interactivity extension for glTF 2.0 has been submitted for ratification. As interactive 3D content becomes central to a growing range of markets, KHR_interactivity lets creators build portable, self&#45;contained interactive behaviors — expressed as behavior graphs — into the glTF asset itself, eliminating the need to hard&#45;code interactivity for every platform and application. The extension is the result of substantial collaboration across the 3D content ecosystem, with support already established in multiple tools and runtimes.</description>
      <dc:subject>API, glTF,</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos Group today announced that the <a href="https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_interactivity/Specification.adoc">KHR_interactivity extension</a> for glTF 2.0 has been submitted for ratification. As interactive 3D content becomes central to a growing range of markets, KHR_interactivity lets creators build portable, self-contained interactive behaviors — expressed as behavior graphs — into the glTF asset itself, eliminating the need to hard-code interactivity for every platform and application. The extension is the result of substantial collaboration across the 3D content ecosystem, with support already established in multiple tools and runtimes.</p>]]></content:encoded>
      <dc:date>2026-07-16T19:22:00+00:00</dc:date>
    </item>

    <item>
      <title>Khronos Announces Vulkanised 2027 and Real-Time Shading Symposium 2027</title>
      <link>https://www.khronos.org/news/press/khronos&#45;announces&#45;vulkanised&#45;2027&#45;and&#45;rts&#45;2027&#45;PR</link>
      <description>The Khronos Group today announced dates and venue for two co&#45;located events in Kortrijk, Belgium: Vulkanised 2027 (February 8–10) and the Real&#45;Time Shading Symposium 2027 (February 11–12). Both events will be hosted at Howest University of Applied Sciences&apos; The Penta facility, with Howest serving as venue sponsor.</description>
      <dc:subject>API, Vulkan, Slang,</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos Group today announced dates and venue for two co-located events in Kortrijk, Belgium: <a href="https://www.vulkan.org/events/vulkanised-2027">Vulkanised 2027</a> (February 8–10) and the <a href="https://www.khronos.org/events/real-time-shading-symposium-2027">Real-Time Shading Symposium 2027</a> (February 11–12). Both events will be hosted at Howest University of Applied Sciences' The Penta facility, with Howest serving as venue sponsor.</p>]]></content:encoded>
      <dc:date>2026-07-16T14:06:00+00:00</dc:date>
    </item>

    <item>
      <title>Khronos Sponsors Open-Source glTF Importer/Exporter for Autodesk 3ds Max</title>
      <link>https://www.khronos.org/blog/khronos&#45;sponsors&#45;open&#45;source&#45;gltf&#45;importer&#45;exporter&#45;for&#45;autodesk&#45;3ds&#45;max</link>
      <description>For years, 3D artists and technical directors working in Autodesk 3ds Max have juggled third&#45;party tools and custom scripts to bring glTF assets into their pipelines. Today, that friction disappears.The Khronos Group has sponsored the glTF 2.0 Importer/Exporter for Autodesk 3ds Max open&#45;source project under the Apache 2.0 license, and today has released the resulting glTF importer and exporter plugins, built to professional standards in collaboration with the community, and free for all to use.</description>
      <dc:subject>API, glTF,</dc:subject>
      <content:encoded><![CDATA[<p>For years, 3D artists and technical directors working in Autodesk 3ds Max have juggled third-party tools and custom scripts to bring glTF assets into their pipelines. Today, that friction disappears.<br><br>The Khronos Group has sponsored the glTF 2.0 Importer/Exporter for Autodesk 3ds Max open-source project under the Apache 2.0 license, and today has released the resulting glTF importer and exporter plugins, built to professional standards in collaboration with the community, and free for all to use.</p>]]></content:encoded>
      <dc:date>2026-07-14T12:55:00+00:00</dc:date>
    </item>

    <item>
      <title>Khronos Group Welcomes Bolt Graphics as Contributor Member</title>
      <link>https://www.bolt.graphics/</link>
      <description>Bolt Graphics is a semiconductor startup based in Sunnyvale, CA building fast and efficient graphics processors. Bolt is energized by their mission to reduce the barrier of entry for content creation and consumption, with a goal to enable everyone to easily create, simulate and consume immersive experiences as vividly as they can imagine them.</description>
      <dc:subject>API, Khronos General,</dc:subject>
      <content:encoded><![CDATA[<p>Bolt Graphics is a semiconductor startup based in Sunnyvale, CA building fast and efficient graphics processors. Bolt is energized by their mission to reduce the barrier of entry for content creation and consumption, with a goal to enable everyone to easily create, simulate and consume immersive experiences as vividly as they can imagine them.</p>]]></content:encoded>
      <dc:date>2026-07-09T16:33:00+00:00</dc:date>
    </item>

    <item>
      <title>Vulkan Video H.264/H.265 Encode Now Working For Intel Alchemist GPUs On Linux</title>
      <link>https://www.phoronix.com/news/Intel&#45;ANV&#45;Gen125&#45;H265&#45;Encode</link>
      <description>Earlier this year Vulkan Video encode was disabled on newer generations of Intel graphics hardware due to insufficient testing with the Intel ANV open&#45;source driver. That impacted Gen12.5 graphics and newer &#45; basically Alchemist and anything newer. Now at least Gen12.5 graphics with the likes of the Arc A&#45;Series is seeing H.264 and H.265 encoding re&#45;enabled.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>Earlier this year Vulkan Video encode was disabled on newer generations of Intel graphics hardware due to insufficient testing with the Intel ANV open-source driver. That impacted Gen12.5 graphics and newer - basically Alchemist and anything newer. Now at least Gen12.5 graphics with the likes of the Arc A-Series is seeing H.264 and H.265 encoding re-enabled.</p>]]></content:encoded>
      <dc:date>2026-07-08T18:59:00+00:00</dc:date>
    </item>

    <item>
      <title>Vulkan Ray Tracing: Deprecating Host-Side Acceleration Structure Builds</title>
      <link>https://www.khronos.org/blog/vulkan&#45;ray&#45;tracing&#45;deprecating&#45;host&#45;side&#45;acceleration&#45;structure&#45;builds</link>
      <description>Vulkan is deprecating host&#45;side ray tracing acceleration structure build commands in favor of a single, device&#45;address&#45;based path. This aligns Vulkan Ray Tracing with the direction of DirectX Raytracing, modern engine architecture, and hardware trends.In the six years since Vulkan Ray Tracing launched, the host&#45;side path has seen limited adoption. Developers generally found it more cumbersome than helpful, while implementers had to maintain parallel host/GPU command models that increased complexity and created friction for future ray tracing API evolution.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>Vulkan is deprecating host-side ray tracing acceleration structure build commands in favor of a single, device-address-based path. This aligns Vulkan Ray Tracing with the direction of DirectX Raytracing, modern engine architecture, and hardware trends.<br><br>In the six years since Vulkan Ray Tracing launched, the host-side path has seen limited adoption. Developers generally found it more cumbersome than helpful, while implementers had to maintain parallel host/GPU command models that increased complexity and created friction for future ray tracing API evolution.</p>]]></content:encoded>
      <dc:date>2026-07-08T14:35:00+00:00</dc:date>
    </item>

    <item>
      <title>Firefox is Adding Vulkan Video Decoding for NVIDIA GPUs</title>
      <link>https://www.omgubuntu.co.uk/2026/07/firefox&#45;vulkan&#45;video&#45;decoding&#45;nvidia</link>
      <description>Firefox is adding hardware&#45;accelerated Vulkan Video decoding, saving Nvidia users on Linux the hassle of manually configuring the nvidia&#45;vaapi&#45;driver package.&amp;nbsp;The change will be included in Firefox 153, out July 21, but it will not be enabled by default – not to start with.&amp;nbsp;Instead, users will be able to flip a pair of preferences in about:config to try it out, with the awareness that there may be hiccups and edge cases (especially on devices with hybrid graphics, mentioned further down).Adding native Vulkan Video decoding path to its codebase means workarounds will no longer be required.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>Firefox is adding hardware-accelerated Vulkan Video decoding, saving Nvidia users on Linux the hassle of manually configuring the nvidia-vaapi-driver package.&nbsp;The change will be included in Firefox 153, out July 21, but it will not be enabled by default – not to start with.&nbsp;Instead, users will be able to flip a pair of preferences in about:config to try it out, with the awareness that there may be hiccups and edge cases (especially on devices with hybrid graphics, mentioned further down).<br><br>Adding native Vulkan Video decoding path to its codebase means workarounds will no longer be required.</p>]]></content:encoded>
      <dc:date>2026-07-06T15:52:00+00:00</dc:date>
    </item>

    <item>
      <title>FFmpeg Introduces Vulkan APV Encoder</title>
      <link>https://www.phoronix.com/news/FFmpeg&#45;Vulkan&#45;Encoder&#45;APV</link>
      <description>FFmpeg has introduces Vulkan&#45;accelerated APV&amp;nbsp;encoding to go alongside the earlier development of their Vulkan&#45;accelerated decoding for the APV&amp;nbsp;video format.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>FFmpeg has introduces Vulkan-accelerated APV&nbsp;encoding to go alongside the earlier development of their Vulkan-accelerated decoding for the APV&nbsp;video format.</p>]]></content:encoded>
      <dc:date>2026-07-02T22:36:00+00:00</dc:date>
    </item>

    <item>
      <title>Jon Peddie Research: glTF 2.1—beyond single 3D assets</title>
      <link>https://www.jonpeddie.com/news/gltf&#45;2&#45;1&#45;beyond&#45;single&#45;3d&#45;assets/</link>
      <description>The Khronos 3D Formats Working Group has been busy on a new glTF specification, glTF 2.1, that extends glTF’s capabilities beyond holding a single asset to complex scenes. glTF 2.1 also includes improvements that streamline the journey of an asset from authoring and format conversion, through asset management and optimization, to delivery and toolchain integration. While the specification is nearing completion, the opportunity is still open for community feedback.</description>
      <dc:subject>API, glTF,</dc:subject>
      <content:encoded><![CDATA[<p>The Khronos 3D Formats Working Group has been busy on a new glTF specification, glTF 2.1, that extends glTF’s capabilities beyond holding a single asset to complex scenes. glTF 2.1 also includes improvements that streamline the journey of an asset from authoring and format conversion, through asset management and optimization, to delivery and toolchain integration. While the specification is nearing completion, the opportunity is still open for community feedback.</p>]]></content:encoded>
      <dc:date>2026-07-02T21:37:00+00:00</dc:date>
    </item>

    <item>
      <title>NVIDIA Blog: Streamlining Resource Binding with End-to-End Support for Vulkan Descriptor Heaps</title>
      <link>https://developer.nvidia.com/blog/streamlining&#45;resource&#45;binding&#45;with&#45;end&#45;to&#45;end&#45;support&#45;for&#45;vulkan&#45;descriptor&#45;heaps/</link>
      <description>The new descriptor heap feature in Vulkan refactors resource binding from the ground up, addressing long&#45;standing user feedback to streamline and bring greater parity to how it works in Direct3D 12 (D3D12). Descriptor heaps give direct control over descriptor memory management, are a better match for modern hardware, and simplify performance optimization of resource management. They’re especially useful for renderers using dynamic texture indexing, for complex ray tracing shaders, or when there is a shared backend supporting D3D12. This post highlights what descriptor heaps add, how they compare to descriptor sets, and how to get started.</description>
      <dc:subject>API, Vulkan,</dc:subject>
      <content:encoded><![CDATA[<p>The new descriptor heap feature in Vulkan refactors resource binding from the ground up, addressing long-standing user feedback to streamline and bring greater parity to how it works in Direct3D 12 (D3D12). Descriptor heaps give direct control over descriptor memory management, are a better match for modern hardware, and simplify performance optimization of resource management. They’re especially useful for renderers using dynamic texture indexing, for complex ray tracing shaders, or when there is a shared backend supporting D3D12. This post highlights what descriptor heaps add, how they compare to descriptor sets, and how to get started.</p>]]></content:encoded>
      <dc:date>2026-06-29T18:09:00+00:00</dc:date>
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